/**  
* Copyright (c) 2009, Noel Lynch All rights reserved. Redistribution and use  
* in source and binary forms, with or without modification, are permitted  
* provided that the following conditions are met: Redistributions of source  
* code must retain the above copyright notice, this list of conditions and the  
* following disclaimer. Redistributions in binary form must reproduce the above  
* copyright notice, this list of conditions and the following disclaimer in the  
* documentation and/or other materials provided with the distribution. Neither  
* the name of Noel Lynch nor the names of contributors may be used to  
* endorse or promote products derived from this software without specific prior  
* written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND 
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT  
* NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A  
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR  
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,  
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,  
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;  
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,  
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR  
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF  
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  
*/
// created by noellynch
// Aug 7, 2009

package com.sceneworker.editors.glslshadereditor.shadersnippets;

import java.util.ArrayList;
import java.util.concurrent.Callable;

import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.util.GameTaskQueueManager;
import com.jme.util.shader.ShaderVariable;
import com.sceneworker.editors.glslshadereditor.UniformRepresentations;
import com.sceneworker.editors.glslshadereditor.UniformRepresentations.IUniformRepresentation;
import com.sceneworker.editors.snippets.Snippet;

public class ShaderSnippet extends Snippet {
	private		ArrayList<UniformInfo>		mcla_uniforms = new ArrayList<UniformInfo>();
	
	public	ShaderSnippet(String str_title, String str_loc, String str_fileName, String str_info) {
		super(str_title, str_loc, str_fileName, str_info);
	}
	
	public	ShaderSnippet(String str_title, String str_loc, String str_fileName) {
		super(str_title, str_loc, str_fileName);
	}
	
	public	void	addUniformInfo(UniformInfo cl_uniform) {
		mcla_uniforms.add(cl_uniform);
	}

	public	void	initialiseUniforms(final GLSLShaderObjectsState cl_shader, final IUniformsCreated cl_owner) {
		final	ShaderSnippet		lcl_this = this;
		GameTaskQueueManager.getManager().update(new Callable<Void>() {

			public Void call() throws Exception {
				for(UniformInfo lcl_uniformInfo : mcla_uniforms) {
					ShaderVariable		lcl_var = cl_shader.getUniformByName(lcl_uniformInfo.getName());
					
					if(lcl_var == null) {
						IUniformRepresentation		lcl_rep = UniformRepresentations.getRepresentationByName(lcl_uniformInfo.getType());
						lcl_rep.createUniform(cl_shader, lcl_uniformInfo.getName());
					} else {
						System.out.println("uniform " + lcl_uniformInfo.getName() + " already exists.");
					}
					
				}
				
				cl_owner.uniformsCreated(lcl_this);
				return null;
			}
			
		});
		
	}

	public	interface	IUniformsCreated {
		void	uniformsCreated(ShaderSnippet cl_owner);
	}
	
}
